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1
Suggestions / Re: Community balance project
« Last post by Amoswar on May 11, 2025, 06:53:34 PM »
Hello, here are my thoughts on what came about of a balance project that in my opinion, was never even needed.

For starters, revamp all damage back to how it was, regular damage, dim damage, ele damage.  Keep the new damage stat as that +30 is NOT in my opinion what is creating these insane damage outputs from classes wether it is an archer doing entirely too much ele damage, a summoner just doing absolutely too much damage in every aspect, or an ele doing entirely too much dim damage. Keep the new stats you added to the game ofcourse, the new bonus drop the new damage etc. But the damage scaling need to go back to how it was. It was a great idea to balance characters and for the most part you guys did a great job but for example at times it does not look like you did a great job because on top of these additions, every single damage stat we were used to for years is now x5 for example but the defensives didnt change. This would solve the main two classes that are entirely too op and when i say op i mean without any debuffs, if you just attack someone with a summoner or and elementalist the amount of raw damage they do due to the upgrade of all the damage stats is just not balanced. Others classes its also noticeable but these 2 in specific. Neither in my opinion need a nerf at this point, revert the damage and then lets see if it levels itself out. With ofcourse the changes you implemented to some classes. Other than that, give hunter back its full cure cooldown time. It was intense, exciting, and fun to be able to stamp on a castle with not just a knight but also hunter. Now what i see from coming back almost no class can stamp now, too much damage output and for example hunters cure doesnt last long enough which is something at least on this server that some of us built our characters around. Possibly wanting to tank in this aspect on a castle, and now cant. And if anyone has a problem with bringing the cure cooldown back to what it was, take away that silly movement speed that was given to hunter.. it doesnt need it. Cure does the work for hunter, thats what the character is built around yes you can get slowed or de-buffed but if you can hold on its temporary. Making them faster to a point of catching some of the fastest characters in the game is not necessary hunter was and will never be a killer it is a tank / support class. -Driller

I cant say about the damage idea, would need to be tested to see if people can still kill one another.

For Hunter : Cure last 180 second, its enough to stamp for a castle, but it is not anymore for Archlord.
The mouvement speed boost was not needed, it could lose 15% to still compete with other archer class.

Currently, its impossible to tank for a castle, any 10 players hitting on you with or without debuff will bring you down since you cannot move,
something need to be done for the damage. But i cant really see what clearly. Hope they find a solution
2
Suggestions / Re: Eternal Battlefield & World
« Last post by Jebac17 on May 11, 2025, 02:16:54 PM »
1. **Faster Mob Respawn**
   The respawn rate of mobs needs to be significantly increased, especially in the final farming spots. Currently, just two players are enough to occupy the entire area, leaving no room for others. Guild members usually avoid competing with each other for spots, which further limits availability. A faster respawn would ease this pressure and make farming more accessible and enjoyable for everyone.

2. **Restrictions for Critter Players**
   Critter players often bypass the PvP system by avoiding the skull status, allowing them to steal farm spots without any real risk. In contrast, to defend your spot, you're forced to take the skull—only to be immediately ganked by groups of players. This creates an unfair dynamic. We suggest adding limitations or risk/reward balancing for Critter players to keep PvP fair and rewarding.

3. **Adjust Prices or Drop Rates for Shards, Runes, and Tools**
   The current prices for shards, runes, and  tools are too high considering how difficult it is to get good stats on gear. Many players invest massive amounts of time and resources with little to no reward. Possible solutions:

   * Reduce the shop prices for these items
   * Or increase the drop rates and improve the chances of rolling high-quality stats on equipment
     This would reduce frustration and make the gear progression system more rewarding.

4. **Discount on ecoins in New Realms**
   New realms often launch with economic imbalance. Offering a discount on ecoins at the start would help new players establish themselves and ease early-game progression. This would promote fairer competition and increase player retention over time.

5 . **Non-Skull Players Should Not Lose Gear on Death**
Players who are not flagged with a skull should not lose their equipment upon death. It's highly discouraging when a solo or new player is simply trying to farm and gets killed by a coordinated PK group, losing everything despite not engaging in PvP. This creates a hostile environment for newcomers and discourages exploration and progression. Implementing gear protection for non-skull players would promote fairness and encourage more balanced risk vs. reward dynamics.


3
Suggestions / Re: Eternal Battlefield & World
« Last post by DeaDandStillDying on May 11, 2025, 12:48:40 PM »
Fix Allow/Bolt Price For Outside of Prison Realms.

New players who gonna start to play cant afford arrow/bolt.
4
Suggestions / Re: Eternal Battlefield & World
« Last post by shado on May 11, 2025, 12:20:41 PM »
you introduced a world where you can't trade so I think it's time to introduce the possibility of trading ec not only items but between players the possibility of selling an item outside eternal for ec and the possibility of buying the necessary ec items in eternal. not everyone buys ec or so I think at least
you can enter a certain number of ec and trade it with another player
5
Suggestions / Re: Community balance project
« Last post by dabshiree on May 11, 2025, 07:45:36 AM »
Hello, here are my thoughts on what came about of a balance project that in my opinion, was never even needed.

For starters, revamp all damage back to how it was, regular damage, dim damage, ele damage.  Keep the new damage stat as that +30 is NOT in my opinion what is creating these insane damage outputs from classes wether it is an archer doing entirely too much ele damage, a summoner just doing absolutely too much damage in every aspect, or an ele doing entirely too much dim damage. Keep the new stats you added to the game ofcourse, the new bonus drop the new damage etc. But the damage scaling need to go back to how it was. It was a great idea to balance characters and for the most part you guys did a great job but for example at times it does not look like you did a great job because on top of these additions, every single damage stat we were used to for years is now x5 for example but the defensives didnt change. This would solve the main two classes that are entirely too op and when i say op i mean without any debuffs, if you just attack someone with a summoner or and elementalist the amount of raw damage they do due to the upgrade of all the damage stats is just not balanced. Others classes its also noticeable but these 2 in specific. Neither in my opinion need a nerf at this point, revert the damage and then lets see if it levels itself out. With ofcourse the changes you implemented to some classes. Other than that, give hunter back its full cure cooldown time. It was intense, exciting, and fun to be able to stamp on a castle with not just a knight but also hunter. Now what i see from coming back almost no class can stamp now, too much damage output and for example hunters cure doesnt last long enough which is something at least on this server that some of us built our characters around. Possibly wanting to tank in this aspect on a castle, and now cant. And if anyone has a problem with bringing the cure cooldown back to what it was, take away that silly movement speed that was given to hunter.. it doesnt need it. Cure does the work for hunter, thats what the character is built around yes you can get slowed or de-buffed but if you can hold on its temporary. Making them faster to a point of catching some of the fastest characters in the game is not necessary hunter was and will never be a killer it is a tank / support class. -Driller
6
Support / Re: Fix Allow/Bolt Price For Outside of Prison Realms
« Last post by Amoswar on May 10, 2025, 08:58:20 PM »
You can make your suggestion and improvement needed on this post and GM will check it


http://forum.justac.net/index.php?topic=1340.0

Hope it helps
7
Support / Fix Allow/Bolt Price For Outside of Prison Realms
« Last post by DeaDandStillDying on May 10, 2025, 07:24:24 PM »
Fix Allow/Bolt Price For Outside of Prison Realms.

New players who gonna start to play cant afford arrow/bolt.
8
Game Discussion / Re: Lets talk about perma stun
« Last post by Obelix59 on May 10, 2025, 07:07:50 PM »
Peut être que changer les 10% de stun par 50 de dégâts serait une bonne solution
9
Suggestions / Re: Community balance project
« Last post by Bosscrit on May 09, 2025, 05:53:30 PM »
I agree with GM MOD's example. The Zerk's Seismic Shock skill needs to be adjusted to compete with other classes.

Skill/Mechanic/Class Name: Seismic Shock, Berserker.

Problem: Seismic Shock's skill block and resistance removal are too low.

Numerical adjustment or possible solution: Rescale to remove at least 60% of skill blocks and 45% of resistance at level 15.

Furthermore,
Skill/Mechanic/Class Name: Wild Barrage & Sacrifical Blow, Berserker.

Problem: The Zerk has no ele or dim damage skills other than its debuffs. Give the Wild Barrage & Sacrifical Blow skills ele damage.

or rework the Combat Skills and give the skills ele / dim dmg Dragon Divide, Big Wheel, Hook, Strike of Death etc.

+ add 10-15 % move speed on HH pasiv.

10
Suggestions / Re: Community balance project
« Last post by Amoswar on May 08, 2025, 06:39:21 AM »
All professions can easily kill archers, but archers cannot easily kill any profession. Don't tell me archers can run, I'm talking about 1vs1 situations! Please objectively tell me that the archer, like a piece of paper, has the highest risk and relatively high risk should receive high returns, but we haven't seen where his returns are! Very low skill success rate, anyone can test it, so killing archers with so many professions is very easy. What else can archers do? Everyone now hopes to have no team buffs, so what else can archers do? Please retract the skill release distance of warlocks and mages, and retract the jumping distance of rangers! Otherwise, the archer with their own buff can't do anything! I saw someone say that archers reduce enemy evasion and blocking, and I think it can be revoked because it doesn't make any sense for archers, but correspondingly, it can be replaced with 45% physical resistance from archers! I don't know what profession you are playing, but if you first disgust other professions and objectively think about the perverted aspects of your own profession!

While archer selfbuff migt have lost some power since helpless got nerf, it didnt lose overall their kill potential. Archer is almost unkillable fullybuffed.
Balancing it for selfbuff is a mistake, since it has to much power when fullbuff.

Archer might be easy to kill if you stack debuff or let yourself be debuffed, but it's in no way a weak class. It can kill most class on 1v1, except if players go on full tank/food then thats another story

I think it need some power back on helpless to get players offguard when they are on damage uniques. Currently, you just have to wait to see if HH debuff hit, then swap to tank and wait it out to deal with archer.
Ranger is the only counter to the unslowable part of archer.

You cant put more debuff to archer, it has debuff on almost every skills.
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